Component.Core#data
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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ScaleManager#bounds
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] bounds : Phaser.Rectangle

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Sprite#deltaY
  • References/Game Development/Phaser/Display/Sprite

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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BitmapText#z
  • References/Game Development/Phaser/Text/BitmapText

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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Group#filter()
  • References/Game Development/Phaser/Game Objects/Group

filter(predicate, checkExists) → {Phaser

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Particles.Arcade.Emitter#remove()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

remove(child, destroy, silent) → {boolean}

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Loader#atlas()
  • References/Game Development/Phaser/Loader/Loader

atlas(key, textureURL, atlasURL, atlasData, format)

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Input#Input
  • References/Game Development/Phaser/Input/Input

new Input(game) Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer

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RetroFont.TEXT_SET6
  • References/Game Development/Phaser/Text/RetroFont

[static] TEXT_SET6 : string Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'

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Game#onBlur
  • References/Game Development/Phaser/Core/Game

onBlur : Phaser.Signal This event is fired when the

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